DarkflameServer/dGame/dGameMessages/GameMessageHandler.cpp
David Markowitz f0b6ad89d9
chore: Player class removal (#1445)
* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
2024-02-04 06:29:05 -08:00

701 lines
22 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "GameMessageHandler.h"
#include "MissionComponent.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "RakNetworkFactory.h"
#include <future>
#include "User.h"
#include "UserManager.h"
#include "BitStream.h"
#include "RakPeer.h"
#include "DestroyableComponent.h"
#include "InventoryComponent.h"
#include "Character.h"
#include "ControllablePhysicsComponent.h"
#include "dZoneManager.h"
#include "CppScripts.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "SkillComponent.h"
#include "RacingControlComponent.h"
#include "RequestServerProjectileImpact.h"
#include "SyncSkill.h"
#include "StartSkill.h"
#include "EchoStartSkill.h"
#include "EchoSyncSkill.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "eConnectionType.h"
#include "eGameMessageType.h"
#include "ePlayerFlag.h"
#include "dConfig.h"
#include "GhostComponent.h"
#include "StringifiedEnum.h"
void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, eGameMessageType messageID) {
CBITSTREAM;
// Get the entity
Entity* entity = Game::entityManager->GetEntity(objectID);
User* usr = UserManager::Instance()->GetUser(sysAddr);
if (!entity) {
LOG("Failed to find associated entity (%llu), aborting GM: %4i, %s!", objectID, messageID, StringifiedEnum::ToString(messageID).data());
return;
}
if (messageID != eGameMessageType::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
switch (messageID) {
case eGameMessageType::UN_USE_BBB_MODEL: {
GameMessages::HandleUnUseModel(inStream, entity, sysAddr);
break;
}
case eGameMessageType::PLAY_EMOTE: {
GameMessages::HandlePlayEmote(inStream, entity);
break;
}
case eGameMessageType::MOVE_ITEM_IN_INVENTORY: {
GameMessages::HandleMoveItemInInventory(inStream, entity);
break;
}
case eGameMessageType::REMOVE_ITEM_FROM_INVENTORY: {
GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
break;
}
case eGameMessageType::EQUIP_INVENTORY:
GameMessages::HandleEquipItem(inStream, entity);
break;
case eGameMessageType::UN_EQUIP_INVENTORY:
GameMessages::HandleUnequipItem(inStream, entity);
break;
case eGameMessageType::RESPOND_TO_MISSION: {
GameMessages::HandleRespondToMission(inStream, entity);
break;
}
case eGameMessageType::REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case eGameMessageType::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity);
break;
}
case eGameMessageType::HAS_BEEN_COLLECTED: {
GameMessages::HandleHasBeenCollected(inStream, entity);
break;
}
case eGameMessageType::PLAYER_LOADED: {
GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
entity->SetPlayerReadyForUpdates();
auto* ghostComponent = entity->GetComponent<GhostComponent>();
if (ghostComponent != nullptr) {
ghostComponent->ConstructLimboEntities();
}
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) {
auto items = inv->GetEquippedItems();
for (auto pair : items) {
const auto item = pair.second;
inv->AddItemSkills(item.lot);
}
}
auto* destroyable = entity->GetComponent<DestroyableComponent>();
destroyable->SetImagination(destroyable->GetImagination());
Game::entityManager->SerializeEntity(entity);
std::vector<Entity*> racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
for (Entity* racingController : racingControllers) {
auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
if (racingComponent != nullptr) {
racingComponent->OnPlayerLoaded(entity);
}
}
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerLoaded(zoneControl, entity);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerLoaded(scriptEntity, entity);
}
}
}
//Kill player if health == 0
if (entity->GetIsDead()) {
entity->Smash(entity->GetObjectID());
}
//if the player has moved significantly, move them back:
if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
// Disabled until fixed
//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
}
/**
* Invoke the OnZoneLoad event on the player character
*/
auto* character = entity->GetCharacter();
if (character != nullptr) {
character->OnZoneLoad();
}
LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
// After we've done our thing, tell the client they're ready
GameMessages::SendPlayerReady(entity, sysAddr);
GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
|| !entity->GetCharacter()
|| !entity->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
entity->AddCallbackTimer(0.5f, [entity, sysAddr]() {
if (!entity) return;
GameMessages::SendEndCinematic(entity->GetObjectID(), u"", sysAddr);
});
break;
}
case eGameMessageType::REQUEST_LINKED_MISSION: {
GameMessages::HandleRequestLinkedMission(inStream, entity);
break;
}
case eGameMessageType::MISSION_DIALOGUE_OK: {
GameMessages::HandleMissionDialogOK(inStream, entity);
break;
}
case eGameMessageType::MISSION_DIALOGUE_CANCELLED: {
// This message is pointless for our implementation, as the client just carries on after
// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
break;
}
case eGameMessageType::REQUEST_PLATFORM_RESYNC: {
GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
break;
}
case eGameMessageType::FIRE_EVENT_SERVER_SIDE: {
GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
break;
}
case eGameMessageType::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::ACTIVITY_STATE_CHANGE_REQUEST: {
GameMessages::HandleActivityStateChangeRequest(inStream, entity);
break;
}
case eGameMessageType::PARSE_CHAT_MESSAGE: {
GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
break;
}
case eGameMessageType::NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
break;
}
case eGameMessageType::PICKUP_CURRENCY: {
GameMessages::HandlePickupCurrency(inStream, entity);
break;
}
case eGameMessageType::PICKUP_ITEM: {
GameMessages::HandlePickupItem(inStream, entity);
break;
}
case eGameMessageType::RESURRECT: {
GameMessages::HandleResurrect(inStream, entity);
break;
}
case eGameMessageType::REQUEST_RESURRECT: {
GameMessages::SendResurrect(entity);
break;
}
case eGameMessageType::GET_HOT_PROPERTY_DATA: {
GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
break;
}
case eGameMessageType::REQUEST_SERVER_PROJECTILE_IMPACT:
{
auto message = RequestServerProjectileImpact();
message.Deserialize(inStream);
auto* skill_component = entity->GetComponent<SkillComponent>();
if (skill_component != nullptr) {
auto* bs = new RakNet::BitStream(reinterpret_cast<unsigned char*>(const_cast<char*>(message.sBitStream.c_str())), message.sBitStream.size(), false);
skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
delete bs;
}
break;
}
case eGameMessageType::START_SKILL: {
StartSkill startSkill = StartSkill();
startSkill.Deserialize(inStream); // inStream replaces &bitStream
if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;
MissionComponent* comp = entity->GetComponent<MissionComponent>();
if (comp) {
comp->Progress(eMissionTaskType::USE_SKILL, startSkill.skillID);
}
CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
bool success = false;
if (behaviorId > 0) {
RakNet::BitStream* bs = new RakNet::BitStream(reinterpret_cast<unsigned char*>(const_cast<char*>(startSkill.sBitStream.c_str())), startSkill.sBitStream.size(), false);
auto* skillComponent = entity->GetComponent<SkillComponent>();
success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID);
if (success && entity->GetCharacter()) {
DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
}
delete bs;
}
if (Game::server->GetZoneID() == 1302) {
break;
}
if (success) {
//Broadcast our startSkill:
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
EchoStartSkill echoStartSkill;
echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
echoStartSkill.iCastType = startSkill.iCastType;
echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
echoStartSkill.originatorRot = startSkill.originatorRot;
echoStartSkill.sBitStream = startSkill.sBitStream;
echoStartSkill.skillID = startSkill.skillID;
echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
echoStartSkill.Serialize(&bitStreamLocal);
Game::server->Send(&bitStreamLocal, entity->GetSystemAddress(), true);
}
} break;
case eGameMessageType::SYNC_SKILL: {
RakNet::BitStream bitStreamLocal;
BitStreamUtils::WriteHeader(bitStreamLocal, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
bitStreamLocal.Write(entity->GetObjectID());
SyncSkill sync = SyncSkill(inStream); // inStream replaced &bitStream
std::ostringstream buffer;
for (unsigned int k = 0; k < sync.sBitStream.size(); k++) {
char s;
s = sync.sBitStream.at(k);
buffer << std::setw(2) << std::hex << std::setfill('0') << static_cast<int>(s) << " ";
}
if (usr != nullptr) {
RakNet::BitStream* bs = new RakNet::BitStream(reinterpret_cast<unsigned char*>(const_cast<char*>(sync.sBitStream.c_str())), sync.sBitStream.size(), false);
auto* skillComponent = entity->GetComponent<SkillComponent>();
skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
delete bs;
}
EchoSyncSkill echo = EchoSyncSkill();
echo.bDone = sync.bDone;
echo.sBitStream = sync.sBitStream;
echo.uiBehaviorHandle = sync.uiBehaviorHandle;
echo.uiSkillHandle = sync.uiSkillHandle;
echo.Serialize(&bitStreamLocal);
Game::server->Send(&bitStreamLocal, sysAddr, true);
} break;
case eGameMessageType::REQUEST_SMASH_PLAYER:
entity->Smash(entity->GetObjectID());
break;
case eGameMessageType::MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_FINISH:
GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
break;
case eGameMessageType::PUSH_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePushEquippedItemsState(inStream, entity);
break;
case eGameMessageType::POP_EQUIPPED_ITEMS_STATE:
GameMessages::HandlePopEquippedItemsState(inStream, entity);
break;
case eGameMessageType::BUY_FROM_VENDOR:
GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::SELL_TO_VENDOR:
GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::BUYBACK_FROM_VENDOR:
GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_MOVE_AND_EQUIP:
GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
break;
case eGameMessageType::DONE_ARRANGING_WITH_ITEM:
GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_BUILD_CONVERT_MODEL:
GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
break;
case eGameMessageType::BUILD_MODE_SET:
GameMessages::HandleBuildModeSet(inStream, entity);
break;
case eGameMessageType::REBUILD_CANCEL:
GameMessages::HandleQuickBuildCancel(inStream, entity);
break;
case eGameMessageType::MATCH_REQUEST:
GameMessages::HandleMatchRequest(inStream, entity);
break;
case eGameMessageType::USE_NON_EQUIPMENT_ITEM:
GameMessages::HandleUseNonEquipmentItem(inStream, entity);
break;
case eGameMessageType::CLIENT_ITEM_CONSUMED:
GameMessages::HandleClientItemConsumed(inStream, entity);
break;
case eGameMessageType::SET_CONSUMABLE_ITEM:
GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
break;
case eGameMessageType::VERIFY_ACK:
GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
break;
// Trading
case eGameMessageType::CLIENT_TRADE_REQUEST:
GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_CANCEL:
GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_ACCEPT:
GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_TRADE_UPDATE:
GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
break;
// Pets
case eGameMessageType::PET_TAMING_TRY_BUILD:
GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_TAMING_BUILD_SUCCESS:
GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
break;
case eGameMessageType::REQUEST_SET_PET_NAME:
GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
break;
case eGameMessageType::START_SERVER_PET_MINIGAME_TIMER:
GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
break;
case eGameMessageType::CLIENT_EXIT_TAMING_MINIGAME:
GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
break;
case eGameMessageType::COMMAND_PET:
GameMessages::HandleCommandPet(inStream, entity, sysAddr);
break;
case eGameMessageType::DESPAWN_PET:
GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
break;
case eGameMessageType::MESSAGE_BOX_RESPOND:
GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
break;
case eGameMessageType::CHOICE_BOX_RESPOND:
GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
break;
// Property
case eGameMessageType::QUERY_PROPERTY_DATA:
GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
break;
case eGameMessageType::START_BUILDING_WITH_ITEM:
GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_BUILD_MODE:
GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_EDITOR_BEGIN:
GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_EDITOR_END:
GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_CONTENTS_FROM_CLIENT:
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
break;
case eGameMessageType::ZONE_PROPERTY_MODEL_EQUIPPED:
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
break;
case eGameMessageType::PLACE_PROPERTY_MODEL:
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::UPDATE_MODEL_FROM_CLIENT:
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::DELETE_MODEL_FROM_CLIENT:
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
break;
case eGameMessageType::BBB_LOAD_ITEM_REQUEST:
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::BBB_SAVE_REQUEST:
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
break;
case eGameMessageType::CONTROL_BEHAVIORS:
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
break;
case eGameMessageType::PROPERTY_ENTRANCE_SYNC:
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
break;
case eGameMessageType::ENTER_PROPERTY1:
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
break;
case eGameMessageType::ZONE_PROPERTY_MODEL_ROTATED:
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
break;
case eGameMessageType::UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_PROPERTY_ACCESS:
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
break;
// Racing
case eGameMessageType::MODULE_ASSEMBLY_QUERY_DATA:
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
break;
case eGameMessageType::ACKNOWLEDGE_POSSESSION:
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
break;
case eGameMessageType::VEHICLE_SET_WHEEL_LOCK_STATE:
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
break;
case eGameMessageType::MODULAR_ASSEMBLY_NIF_COMPLETED:
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
break;
case eGameMessageType::RACING_CLIENT_READY:
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
break;
case eGameMessageType::REQUEST_DIE:
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
break;
case eGameMessageType::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
break;
case eGameMessageType::RACING_PLAYER_INFO_RESET_FINISHED:
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
break;
case eGameMessageType::VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
break;
case eGameMessageType::UPDATE_PROPERTY_PERFORMANCE_COST:
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
break;
// SG
case eGameMessageType::UPDATE_SHOOTING_GALLERY_ROTATION:
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
break;
// NT
case eGameMessageType::REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
break;
case eGameMessageType::TOGGLE_GHOST_REFERENCE_OVERRIDE:
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
break;
case eGameMessageType::SET_GHOST_REFERENCE_POSITION:
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
break;
case eGameMessageType::READY_FOR_UPDATES:
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
break;
case eGameMessageType::REPORT_BUG:
GameMessages::HandleReportBug(inStream, entity);
break;
case eGameMessageType::CLIENT_RAIL_MOVEMENT_READY:
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
break;
case eGameMessageType::CANCEL_RAIL_MOVEMENT:
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
break;
case eGameMessageType::PLAYER_RAIL_ARRIVED_NOTIFICATION:
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
break;
case eGameMessageType::CINEMATIC_UPDATE:
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
break;
case eGameMessageType::MODIFY_PLAYER_ZONE_STATISTIC:
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
break;
case eGameMessageType::UPDATE_PLAYER_STATISTIC:
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
break;
case eGameMessageType::DISMOUNT_COMPLETE:
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
break;
case eGameMessageType::DECTIVATE_BUBBLE_BUFF:
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
break;
case eGameMessageType::ACTIVATE_BUBBLE_BUFF:
GameMessages::HandleActivateBubbleBuff(inStream, entity);
break;
case eGameMessageType::ZONE_SUMMARY_DISMISSED:
GameMessages::HandleZoneSummaryDismissed(inStream, entity);
break;
case eGameMessageType::REQUEST_ACTIVITY_EXIT:
GameMessages::HandleRequestActivityExit(inStream, entity);
break;
case eGameMessageType::ADD_DONATION_ITEM:
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
break;
case eGameMessageType::REMOVE_DONATION_ITEM:
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
break;
case eGameMessageType::CONFIRM_DONATION_ON_PLAYER:
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
break;
case eGameMessageType::CANCEL_DONATION_ON_PLAYER:
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
break;
case eGameMessageType::REQUEST_VENDOR_STATUS_UPDATE:
GameMessages::SendVendorStatusUpdate(entity, sysAddr, true);
break;
default:
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
break;
}
}